Molliver

Medium Humanoid (Human), Chaotic Good

STR
9 (-1)
DEX
17 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
9 (-1)
CHA
16 (+3)
Evasion.

When subjected to an effect that allows a Dexterity saving throw to take only half damage, Molliver takes no damage on a successful save or half damage on a failed one, provided Molliver is not incapacitated.

Special Equipment.

Molliver wears +1 leather armor and boots of levitation.

Actions

Multiattack.

Molliver makes two Dagger or Shortsword attacks, or one of each.

Dagger.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The attack deals an extra 7 (2d6) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver's allies.

Shortsword.

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. The attack deals an extra 7 (2d6) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver's allies.

Levitate.

While wearing boots of levitation, Molliver casts levitate (self only).

Reactions

Uncanny Dodge.

Molliver halves the damage they take from an attack made against them, provided they can see the attacker.

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Molliver

Source: The Wild Beyond the Witchlight, p. 226 - Licenses and attribution